224,816 Commits over 3,714 Days - 2.52cph!
Skill definitions can specify attribute gain params in data
Added Role preferences to personality defs, which give different people randomised base weights for certain roles
Attributes have a calculated soft cap
Nixed a load of shitty placeholder beliefs and added some new personality types
Roles refactoring and cleanup
explosive pixels add force
maze form 1
asteroid part
plant top right
remove plant anchor pixel
player attack
Updated Facepunch.Parse and Facepunch.ExpressionStrings
Merge remote-tracking branch 'refs/remotes/origin/master' into switch
background color lerping
some pixel spawning changes
plant respawns when pixels cut off
circle shader options array
circle sprites can be larger dimensions
updated diamond shader
diamond spritesheet import settings
fire circle lethal
toggle fire on and off
top left plant
track inner wall
Updated define for other platforms
track boss laser
pixelsgroups can repel when they are destroyed
pxc can always ignore pixel connections
maze boss 0
ring shield
box stage
wind boss
wind bullet
asteroid stage
removed includes
fire enemies
fire enemy pixels damaged by fire
improved fire pixel damage
plant bot left
triangle boss
Merge remote-tracking branch 'refs/remotes/origin/master' into switch
Merge remote-tracking branch 'refs/remotes/origin/master' into switch
Non player pref saving
Hide unit path widget when UI in modal state
added tutorial screen for Find A Friend
EntityManager update gate
Enabled cheat codes in builds
Subtracted
23551... you win, unity
No site styles, all in api generated
A bit of optimization with respect to navmesh obstacles when nav_disable is true.
Removed Role scoring from DM.
Added a Consideration for it.
Merging in global+water reflection fixes and optimizations
More strict disabling of AI when nav_disable is true.
NPC Players samples less positions around them for better optimization.
Updated Facepunch.Parse and Facepunch.ExpressionStrings
Fixed support for && and ||
Added support for strict parser code generation
update font material on menu button
Some gc optimizations in NPC Player.
NPC Player should use same area mask as Animals for now.
Finished implementing strict parsers
adding category header and currency icon
Make the mission screen not show missions that aren't active. It was confusing people
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removed bat menu sound
added thai's wip halloween hat definition, icon
merge-added icons and materials for UI and a few fixes
tweak item icon outline
wip hat
Only use a single navmesh layer (until navmesh baking performance is resolved).
Fixed issue where disabling nav wouldn't completely disable it.
Added nav_grid_agents_expand_domain_enabled convar. Disabling it should help on performance, enabling it should let npcs roam the entire island (each npc unlocks 9 navmesh grid cells around them on spawn).
Refactored how characters and NetworkUsers link. Should remove issues with networking order.
explosive pixels add force
maze form 1
asteroid part
plant top right
remove plant anchor pixel
player attack